На информационном ресурсе применяются рекомендательные технологии (информационные технологии предоставления информации на основе сбора, систематизации и анализа сведений, относящихся к предпочтениям пользователей сети "Интернет", находящихся на территории Российской Федерации)

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The Value of Play As a Driver of Innovation

Innovation does not always have to be the result of serious study and agonizing progress. As Steven Johnson so eloquently argues in Wonderland: How Play Made the Modern World, many of the activities and endeavors we have undertaken for pleasure have fueled an exceptional amount of innovation and discovery.

The story of play, of how it fits into the human experience, can teach us how to embrace the possibilities that can come of being frivolous. Initially, play might seem like an indulgence, but it can lead to some amazingly consequential developments. As Johnson writes:

History is mostly told as a long fight for the necessities, not the luxuries: the fight for freedom, equality, safety, self-governance. Yet the history of delight matters, too, because so many of these seemingly trivial discoveries ended up triggering changes in the realm of Serious History.

Play and Technological Innovation

The desire to both amuse and be amused can lead to the development of technology that has wide-ranging applications.

Johnson traces a direct line between devices described in The Book of Ingenious Devices, by three brothers known as the Banu Musa in Baghdad in 760 CE, and the programmable software that drives our computer-based culture. Play is the connection that links the inventions from ancient pictures of self-playing instruments to the relatively recent development of the internet.

Some of the devices described in the book were programmable in a very rudimentary sense. And it was this idea that contained the seeds of the future.

“Conceptually, this was a massive leap forward: machines designed specifically to be open-ended in their functionality, machines controlled by code and not just by mechanics.”

These machines were designed to entertain, but for this entertainment to come alive, some significant technological advancement needed to happen. We had to develop the working parts, the engineering know-how, the language to create machines that could move on their own, and a whole host of other innovations. Johnson traces “how long the idea of a programmable machine was kept in circulation by the propulsive force of delight” until the skills and technology developed gave us such things as the typewriter, the frequency hopping technology used on navy ships, and Bitcoin.

This power of play to inspire technology that does more than entertain reminds us that there is no specific prescription for innovation. New ideas can come from a chain of thoughts and circumstances that are not obvious in terms of what they produce. Take the story of Charles Babbage, considered one of the fathers of modern computers. His mother took him to a Mechanical Museum, a place to be entertained by artistic, whimsical devices. He was taken up to the attic to see rare specimens, the most captivating of which was a mechanical dancer.

The encounter in [the] attic stokes an obsession in Babbage, a fascination with mechanical devices that convincingly emulate the subtleties of human behavior. He earns degrees in mathematics and astronomy as a young scholar, but maintains his interest in machines by studying the new factory systems that are sprouting across England’s industrial north. Almost thirty years after his…

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